December 9, 2021
March 18, 2025
In this presentation from 2017, Ben Berman explores the use of machine learning for generating game content, focusing on techniques that produce results that appear handcrafted rather than procedurally generated.
In this talk, Herbert Wolverson explores various procedural map generation algorithms, demonstrating their implementation and applications in game development, particularly roguelikes.
In this presentation from 2018, Etienne Carrier details the procedural pipeline developed for Far Cry 5 using Houdini and Houdini Engine, focusing on its objectives, tools, user workflow, underlying mechanics, and lessons learned during development.
My notes from Jason Wiser’s talk on how he teaches a class that covers 5 semesters worth of game design in a single semester.
My notes from Squirrel Eiserloh’s presentation on 1D nonlinear transformations for game development.